| Literature DB >> 29403398 |
Michelle Colder Carras1,2, Antonius J Van Rooij3, Donna Spruijt-Metz4, Joseph Kvedar5, Mark D Griffiths6, Yorghos Carabas1,2, Alain Labrique1,2.
Abstract
Emerging research suggests that commercial, off-the-shelf video games have potential applications in preventive and therapeutic medicine. Despite these promising findings, systematic efforts to characterize and better understand this potential have not been undertaken. Serious academic study of the therapeutic potential of commercial video games faces several challenges, including a lack of standard terminology, rapidly changing technology, societal attitudes toward video games, and understanding and accounting for complex interactions between individual, social, and cultural health determinants. As a vehicle to launch a new interdisciplinary research agenda, the present paper provides background information on the use of commercial video games for the prevention, treatment, and rehabilitation of mental and other health conditions, and discusses ongoing grassroots efforts by online communities to use video games for healing and recovery.Entities:
Keywords: Internet; eHealth; mental health; prevention; social media; social support; technology; video games
Year: 2018 PMID: 29403398 PMCID: PMC5786876 DOI: 10.3389/fpsyt.2017.00300
Source DB: PubMed Journal: Front Psychiatry ISSN: 1664-0640 Impact factor: 4.157
Selected studies of video games and health outcomes.
| VGTx health function | Condition or population | Game/system identified | Reference |
|---|---|---|---|
| Assessment and monitoring | Physical activity | Pokémon GO | Althoff et al. ( |
| Cognitive status in elderly | FreeCell | Jimison et al. ( | |
| Cognitive distraction | Anxiety, nausea in chemotherapy | Participant’s choice of 25 games | Redd et al. ( |
| Preoperative anxiety | Choice of 10 games on hand-held system | Patel et al. ( | |
| Fibromyalgia pain | Sports games played with Nintendo Wii, Playstation 3, and Microsoft Kinect | Mortensen et al. ( | |
| Mental health | Depression | Bejeweled 2, Peggle, Bookworm Adventures | Russoniello et al. ( |
| Posttraumatic stress disorder | “Realistic military-themed FPS games” | Elliott et al. ( | |
| Improvement of positive symptoms in schizophrenia | Internet games (gambling, role-playing, strategy, shooter) | Han et al. ( | |
| Neurological rehabilitation | Attention deficit disorder | Car racing games, skateboarding games, or adventure games | Pope and Palsson ( |
| Minimal brain damage, attention problems | Super Breakout | Larose et al. ( | |
| Stroke | Wii Sports, PlayStation EyeToy games | Yong Joo et al. ( | |
| Prevention | Intrusive memories from trauma | Tetris | Iyadurai et al. ( |
| Psychotherapy | Assessment of clinical presentation | Various, including Lego Star Wars II | Ceranoglu ( |
| Rapport and treatment | Super Mario Bros., Jeopardy, (The Legend of) Zelda | Gardner ( | |
| Social skills training | Autism | Pacman | Gaylord-Ross et al. ( |
| Autism | Guitar Hero | Blum-Dimaya et al. ( | |
Figure 1Conceptual framework for video games as therapy.
Figure 2Important milestones in the evolution of video games and gaming communities.